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MBF-style codepointer: RandomJump

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Aug 29, 2014 10:27 am    Post subject: MBF-style codepointer: RandomJump Reply with quote

Now this is a pretty useful codepointer to make some less static actors with. In fact, I can't stress enough the importance from modder view Razz

http://eternity.youfailit.net/index.php?title=RandomJump

Unknown 1 field specifies the frame number to jump to.
Unknown 2 field specifies the chance out of 256 to execute the jump. If the jump chance does not pass, it goes to the next frame.


example would be:

Code:
Frame 156
Unknown 1 = 534
Unknown 2 = 128
Next frame = 157

[CODEPTR]
Frame 156 = RandomJump


explanation:
Frame 156 has 50% chance (128 out of 256) to jump to frame 534. Otherwise it goes to next frame, which is 157.
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Fri Aug 29, 2014 10:53 am    Post subject: Reply with quote

I support this very much. This can be used for tons of new features. Monsters with multiple attack patterns (without any ACS!) come to mind first of course but I'm sure there's a lot more.

Note: I remember Worst mentioning something about "Unknown 1" and "Unknown 2" fields. I remember there's some problem about using them on weapon frames because of some "offsets".. So maybe Args1 and Args2 should be used instead.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Aug 29, 2014 2:27 pm    Post subject: Reply with quote

Sr69Mm-jC wrote:
Note: I remember Worst mentioning something about "Unknown 1" and "Unknown 2" fields. I remember there's some problem about using them on weapon frames because of some "offsets".. So maybe Args1 and Args2 should be used instead.


This is known and that's why PlaySound and PlayWeaponSound coexist now. PlaySound is directly coming from MBF without any difference and it is meant to be used with actor frames. PlayWeaponSound on the other hand is Zdaemon exclusive addition so we have it for weapon frames as well. My request here is to directly port RandomJump from MBF for actor frames (same way as devs did with PlaySound). If we used Args1/Args2 instead of MBF's Unk1/Unk2 pattern would be an impact on compatibility, and in the end you need to have two codepointers for actor and weapon use anyway. As for now, I'd pretty happy with the actor variant implemented as per request.


Last edited by Body-Guard on Fri Aug 29, 2014 2:33 pm; edited 2 times in total
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Aeyesx
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Joined: 13 Oct 2012

PostPosted: Fri Aug 29, 2014 2:31 pm    Post subject: Reply with quote

By default on weapons frames are Unkown1&2 really used for offseting weapons (XY i guess?) so yeah Args1 & 2 instead comes from Eternity engine.

There is a lot usefull informations
http://www.doomworld.com/eternity/engine/dehref.html#sndtable
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Wed Sep 17, 2014 8:11 pm    Post subject: Reply with quote

Check the changelog.

It will show up on the next release (110b03).
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Sep 17, 2014 8:41 pm    Post subject: Reply with quote

This is always a thankless job, but here I am bundled to the gills with appreciation because people are still maintaining this port after all these years.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Thu Sep 18, 2014 9:00 am    Post subject: Reply with quote

Kilgore wrote:
Check the changelog.

It will show up on the next release (110b03).



Simply awesome Smile Thanks Exclamation
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Aeyesx
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Joined: 13 Oct 2012

PostPosted: Thu Sep 18, 2014 1:46 pm    Post subject: Reply with quote

Kilgore wrote:
Check the changelog.

It will show up on the next release (110b03).


Exclamation thanks alot, rocking Exclamation

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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Thu Sep 18, 2014 3:54 pm    Post subject: Reply with quote

What both people above said.
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Thu Sep 18, 2014 5:51 pm    Post subject: Reply with quote

I appreciate the good words guys, but thanks are mostly due to Body-Guard for bringing up the idea and to Sr69Mm-jC for doing research and providing test wads. This wouldn't have been implemented if it were not for those individuals. At any rate, I'm sure that mappers will put it to good use Smile
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Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Oct 22, 2014 2:43 am    Post subject: Reply with quote

This, and some of the other recently added ACS/DEH cross-compatible functionality are exciting to see, so it's great that they're now possible.

Such a shame you need a Phd in DEHSUPP to be able to use them effectively :/
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Wed Oct 22, 2014 12:11 pm    Post subject: Reply with quote

Cybershark wrote:
Such a shame you need a Phd in DEHSUPP to be able to use them effectively :/

Why? A lot of things are doable with "vanilla" dehacked. If you need more you could simply load worst's DEHSUPP lump into your wad and just use it. I mean, truth is, I've been using heretic/hexen stuff for a while now and I still have no clue how to compile dehsupp. Very Happy My point is, there's still a LOT you can do without a "Phd in dehsupp".
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Maikl_Russia
has entered the game!


Joined: 18 Jul 2005
Location: RU

PostPosted: Wed May 18, 2016 11:33 pm    Post subject: Reply with quote

Unfortunately, for 1.5 years no one bothered to check this codepointer online.

In single mode all works fine but in c/s - no.

Test wad
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Aeyesx
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Joined: 13 Oct 2012

PostPosted: Thu May 19, 2016 7:39 am    Post subject: Reply with quote

Hmm I think I knew it, but I though it got fixed later on
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri May 20, 2016 9:55 am    Post subject: Reply with quote

I gonna check it when I get home. I use this feature in a beta version of my wad, but it wasn't played online yet.
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